port: flesh out the input system a bit

This commit is contained in:
fgsfds 2023-08-04 01:11:50 +02:00
parent 05889b54cb
commit d6ee4f49d2
4 changed files with 233 additions and 30 deletions

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@ -60,6 +60,12 @@ typedef struct {
u16 button;
s8 stick_x; /* -80 <= stick_x <= 80 */
s8 stick_y; /* -80 <= stick_y <= 80 */
#ifndef PLATFORM_N64 /* for that sick mouselook */
s32 mouse_x;
s32 mouse_y;
s32 mouse_dx;
s32 mouse_dy;
#endif
u8 errnum;
} OSContPad;

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@ -5,8 +5,68 @@
#include <PR/os_cont.h>
#define INPUT_MAX_CONTROLLERS MAXCONTROLLERS
#define INPUT_MAX_CONTROLLER_BUTTONS 32
#define INPUT_RUMBLE_STRENGTH 0.333f
#define CONT_STICK_XNEG 0x10000
#define CONT_STICK_XPOS 0x20000
#define CONT_STICK_YNEG 0x40000
#define CONT_STICK_YPOS 0x80000
#define CONT_NUM_BUTTONS 16 // not including the stick axes
enum virtkey {
/* same order as SDL scancodes */
VK_KEYBOARD_BEGIN = 0,
VK_RETURN = 40,
VK_ESCAPE = 41,
/* same order as SDL mouse buttons */
VK_MOUSE_BEGIN = 512,
VK_MOUSE_LEFT = VK_MOUSE_BEGIN,
VK_MOUSE_MIDDLE,
VK_MOUSE_RIGHT,
VK_MOUSE_X1,
VK_MOUSE_X2,
VK_MOUSE_WHEEL_UP,
VK_MOUSE_WHEEL_DN,
/* same order as SDL gamecontroller buttons plus two buttons for triggers */
VK_JOY_BEGIN,
VK_JOY1_BEGIN = VK_JOY_BEGIN,
VK_JOY1_LTRIG = VK_JOY1_BEGIN + 30,
VK_JOY1_RTRIG = VK_JOY1_BEGIN + 31,
VK_JOY2_BEGIN = VK_JOY1_BEGIN + INPUT_MAX_CONTROLLER_BUTTONS,
VK_JOY3_BEGIN = VK_JOY2_BEGIN + INPUT_MAX_CONTROLLER_BUTTONS,
VK_JOY4_BEGIN = VK_JOY3_BEGIN + INPUT_MAX_CONTROLLER_BUTTONS,
VK_TOTAL_COUNT = VK_JOY_BEGIN + INPUT_MAX_CONTROLLERS * INPUT_MAX_CONTROLLER_BUTTONS,
};
enum contkey {
CK_C_R,
CK_C_L,
CK_C_D,
CK_C_U,
CK_RTRIG,
CK_LTRIG,
CK_EXTRA0, // gap in CONT_
CK_EXTRA1, // gap in CONT_
CK_DPAD_R,
CK_DPAD_L,
CK_DPAD_D,
CK_DPAD_U,
CK_START,
CK_ZTRIG,
CK_B,
CK_A,
CK_STICK_XNEG,
CK_STICK_XPOS,
CK_STICK_YNEG,
CK_STICK_YPOS,
CK_TOTAL_COUNT
};
// returns bitmask of connected controllers or -1 if failed
s32 inputInit(void);
@ -22,9 +82,22 @@ s32 inputControllerConnected(s32 idx);
// returns bitmask of connected controllers
s32 inputControllerMask(void);
// vk is a value from the virtkey enum above
s32 inputKeyPressed(u32 vk);
// bind virtkey vk to n64 pad #idx's button/axis nbtn as represented by its contkey value
// if bind is -1, picks a bind slot automatically
void inputKeyBind(s32 idx, u32 cbtn, s32 bind, u32 vk);
// 0 strength turns it off
void inputRumble(s32 idx, f32 strength, f32 time);
// locks the mouse cursor in the window and makes it invisible if argument is true
void inputLockMouse(s32 lock);
// returns the current state of the above
s32 inputIsMouseLocked(void);
// call this every frame
void inputUpdate(void);

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@ -4,32 +4,65 @@
#include <PR/os_cont.h>
#include "input.h"
#define MAX_BINDS 4
#define TRIG_THRESHOLD (30 * 256)
static SDL_GameController *pads[INPUT_MAX_CONTROLLERS];
static SDL_Haptic *haptics[INPUT_MAX_CONTROLLERS];
static const u16 buttonMap[] = {
/* SDL_CONTROLLER_BUTTON_A */ A_BUTTON,
/* SDL_CONTROLLER_BUTTON_B */ B_BUTTON,
/* SDL_CONTROLLER_BUTTON_X */ Z_TRIG,
/* SDL_CONTROLLER_BUTTON_Y */ Z_TRIG,
/* SDL_CONTROLLER_BUTTON_BACK */ START_BUTTON,
/* SDL_CONTROLLER_BUTTON_GUIDE */ 0,
/* SDL_CONTROLLER_BUTTON_START */ START_BUTTON,
/* SDL_CONTROLLER_BUTTON_LEFTSTICK */ 0,
/* SDL_CONTROLLER_BUTTON_RIGHTSTICK */ 0,
/* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */ L_TRIG,
/* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */ R_TRIG,
/* SDL_CONTROLLER_BUTTON_DPAD_UP */ U_JPAD,
/* SDL_CONTROLLER_BUTTON_DPAD_DOWN */ D_JPAD,
/* SDL_CONTROLLER_BUTTON_DPAD_LEFT */ L_JPAD,
/* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */ R_JPAD,
};
static const u16 buttonTrigLeft = Z_TRIG;
static const u16 buttonTrigRight = Z_TRIG;
static u32 binds[MAXCONTROLLERS][CK_TOTAL_COUNT][MAX_BINDS]; // [i][CK_][b] = [VK_]
static s32 connectedMask = 0;
static s32 mouseLocked = 0;
static s32 mouseX, mouseY;
static s32 mouseDX, mouseDY;
static u32 mouseButtons;
void inputSetDefaultKeyBinds(void) {
// TODO: make VK constants for all these
static const u32 kbbinds[][3] = {
{ CK_A, SDL_SCANCODE_Q, 0 },
{ CK_B, SDL_SCANCODE_E, 0 },
{ CK_LTRIG, VK_MOUSE_RIGHT, SDL_SCANCODE_Z },
{ CK_RTRIG, VK_MOUSE_X1, SDL_SCANCODE_X },
{ CK_ZTRIG, VK_MOUSE_LEFT, SDL_SCANCODE_SPACE },
{ CK_START, VK_MOUSE_LEFT, SDL_SCANCODE_RETURN },
{ CK_DPAD_D, SDL_SCANCODE_DOWN, 0 },
{ CK_DPAD_U, SDL_SCANCODE_UP, 0 },
{ CK_DPAD_R, SDL_SCANCODE_RIGHT, 0 },
{ CK_DPAD_L, SDL_SCANCODE_LEFT, 0 },
{ CK_STICK_XNEG, SDL_SCANCODE_A, 0 },
{ CK_STICK_XPOS, SDL_SCANCODE_D, 0 },
{ CK_STICK_YNEG, SDL_SCANCODE_S, 0 },
{ CK_STICK_YPOS, SDL_SCANCODE_W, 0 },
};
static const u32 joybinds[][2] = {
{ CK_LTRIG, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, },
{ CK_RTRIG, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, },
{ CK_ZTRIG, VK_JOY1_RTRIG, },
{ CK_START, SDL_CONTROLLER_BUTTON_START, },
{ CK_DPAD_D, SDL_CONTROLLER_BUTTON_DPAD_DOWN, },
{ CK_DPAD_U, SDL_CONTROLLER_BUTTON_DPAD_UP, },
{ CK_DPAD_R, SDL_CONTROLLER_BUTTON_DPAD_RIGHT, },
{ CK_DPAD_L, SDL_CONTROLLER_BUTTON_DPAD_LEFT, },
};
for (u32 i = 0; i < sizeof(kbbinds) / sizeof(kbbinds[0]); ++i) {
for (s32 j = 1; j < 3; ++j) {
if (kbbinds[i][j]) {
inputKeyBind(0, kbbinds[i][0], j - 1, kbbinds[i][j]);
}
}
}
for (u32 i = 0; i < sizeof(joybinds) / sizeof(joybinds[0]); ++i) {
for (s32 j = 0; j < INPUT_MAX_CONTROLLERS; ++j) {
inputKeyBind(j, joybinds[i][0], -1, joybinds[i][1]);
}
}
}
s32 inputInit(void)
{
if (!SDL_WasInit(SDL_INIT_GAMECONTROLLER)) {
@ -60,17 +93,51 @@ s32 inputInit(void)
}
}
inputSetDefaultKeyBinds();
connectedMask = ret;
return ret;
}
static inline s32 inputBindPressed(const s32 idx, const u32 ck)
{
for (s32 i = 0; i < MAX_BINDS; ++i) {
if (binds[idx][ck][i]) {
if (inputKeyPressed(binds[idx][ck][i])) {
return 1;
}
}
}
return 0;
}
s32 inputReadController(s32 idx, OSContPad *npad)
{
if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS || !pads[idx] || !npad) {
if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS || !npad) {
return -1;
}
for (u32 i = 0; i < CONT_NUM_BUTTONS; ++i) {
if (inputBindPressed(idx, i)) {
npad->button |= 1U << i;
}
}
const s32 xdiff = (inputBindPressed(idx, CK_STICK_XPOS) - inputBindPressed(idx, CK_STICK_XNEG));
const s32 ydiff = (inputBindPressed(idx, CK_STICK_YPOS) - inputBindPressed(idx, CK_STICK_YNEG));
npad->stick_x = xdiff < 0 ? -0x80 : (xdiff > 0 ? 0x7F : 0);
npad->stick_y = ydiff < 0 ? -0x80 : (ydiff > 0 ? 0x7F : 0);
npad->mouse_x = mouseX;
npad->mouse_y = mouseY;
npad->mouse_dx = mouseDX;
npad->mouse_dy = mouseDY;
if (!pads[idx]) {
return 0;
}
const s16 leftX = SDL_GameControllerGetAxis(pads[idx], SDL_CONTROLLER_AXIS_LEFTX);
const s16 leftY = SDL_GameControllerGetAxis(pads[idx], SDL_CONTROLLER_AXIS_LEFTY);
const s16 rightX = SDL_GameControllerGetAxis(pads[idx], SDL_CONTROLLER_AXIS_RIGHTX);
@ -83,14 +150,6 @@ s32 inputReadController(s32 idx, OSContPad *npad)
if (rightY < -0x4000) npad->button |= U_CBUTTONS;
if (rightY > +0x4000) npad->button |= D_CBUTTONS;
for (size_t i = 0; i < sizeof(buttonMap) / sizeof(*buttonMap); ++i) {
if (buttonMap[i]) {
if (SDL_GameControllerGetButton(pads[idx], i)) {
npad->button |= buttonMap[i];
}
}
}
const s32 stickY = -leftY / 0x100;
npad->stick_x = leftX / 0x100;
npad->stick_y = (stickY == 128) ? 127 : stickY;
@ -101,6 +160,18 @@ s32 inputReadController(s32 idx, OSContPad *npad)
void inputUpdate(void)
{
SDL_GameControllerUpdate();
int mx, my;
mouseButtons = SDL_GetMouseState(&mx, &my);
if (mouseLocked) {
SDL_GetRelativeMouseState(&mouseDX, &mouseDY);
} else {
mouseDX = mx - mouseX;
mouseDY = my - mouseY;
}
mouseX = mx;
mouseY = my;
// TODO: handle controller changes
}
@ -136,3 +207,55 @@ s32 inputControllerMask(void)
{
return connectedMask;
}
void inputKeyBind(s32 idx, u32 cbtn, s32 bind, u32 vk) {
if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS || bind >= MAX_BINDS || cbtn >= CK_TOTAL_COUNT) {
return;
}
if (bind < 0) {
for (s32 i = 0; i < MAX_BINDS; ++i) {
if (binds[idx][cbtn][i] == 0) {
bind = i;
break;
}
}
if (bind < 0) {
bind = MAX_BINDS - 1; // just overwrite last
}
}
binds[idx][cbtn][bind] = vk;
}
s32 inputKeyPressed(u32 vk)
{
if (vk >= VK_KEYBOARD_BEGIN && vk < VK_MOUSE_BEGIN) {
const u8 *state = SDL_GetKeyboardState(NULL);
return state[vk - VK_KEYBOARD_BEGIN];
} else if (vk >= VK_MOUSE_BEGIN && vk < VK_JOY_BEGIN) {
return mouseButtons & SDL_BUTTON(vk - VK_MOUSE_BEGIN + 1);
} else if (vk >= VK_JOY_BEGIN && vk < VK_TOTAL_COUNT) {
vk -= VK_JOY_BEGIN;
const s32 idx = vk / INPUT_MAX_CONTROLLER_BUTTONS;
if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS || !pads[idx]) {
return 0;
}
// triggers
if (idx == 30 || idx == 31) {
const s32 trig = SDL_CONTROLLER_AXIS_TRIGGERLEFT + idx - 30;
return SDL_GameControllerGetAxis(pads[idx], trig) > TRIG_THRESHOLD;
}
return SDL_GameControllerGetButton(pads[idx], vk % INPUT_MAX_CONTROLLER_BUTTONS);
}
return 0;
}
void inputLockMouse(s32 lock) {
mouseLocked = !!lock;
SDL_SetRelativeMouseMode(mouseLocked);
}
s32 inputIsMouseLocked(void) {
return mouseLocked;
}

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@ -41,6 +41,7 @@ void sysFatalError(const char *fmt, ...)
va_end(ap);
fprintf(stderr, "FATAL ERROR: %s\n", errmsg);
fflush(stderr);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error", errmsg, NULL);
exit(1);